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40K CHALLENGE HOUSE RULES:

Issuing A challenge:
- Challenges are issued at the start of the Fight sub-phase, before any blows are struck.
- Only one Challenge Can be issued per close combat.
- The side whose turn it is has the opportunity to issue a challenge first.
- If that side chooses not to, then the other side may issue a challenge if it wishes.
- To issue a challenge, nominate a character in one of your units locked in the combat to
be the challenger.
- If there are no characters in the enemy units, then a challenge cannot be issued.
- Characters that cannot fight or strike blows cannot issue challenges.
Accepting A Challenge:
- If your opponent has issued a challenge, you can now accept it - nominate one of the
characters in your unit to accept the challenge.
- Your opponent cannot challenge a specific one of your characters, only issue a general
challenge.
- Characters that cannot fight or strike blows (inkling those that are not engaged with an
enemy model) cannot accept challenges.
Refusing A challenge:
- You may refuse a challenge.
- If you refuse, your units involved in the combat may not use the highest leadership in
there unit, instead must use majority leadership.
- A unit that consists only of a single character cannot refuse a challenge.
Fighting a challenge:
- If a challenge has been accepted, move the two combatants into base contact with
each other.
- These moves cannot be used to move a character out o unit coherency.
- if possible, swap the challenger for a friendly model in base contact with the
challengee. If this cannot be done, swap the challenge for a friendly model in base
contact with the challenger.
- Wounds allocated to a character in a challenge cannot be reallocated by the look out,
sir rule.
- For the duration of the challenge, these two models are considered to be in base
contact only with each other.

- Both Players roll a number of D6's equal to their model's Attack characteristic. Roll
additional dice for extra attacks from 2 close combat weapons, charging, equipment or
other special rules.
- Each paler picks his highest scoring dice adds Combat score Modifiers. The total is
his Combat Score.
- The Model with the highest Combat score is the winner. In the case of a tie, the model
with the highest initiative wins. (non walker/ monstrous creature models using unwieldy
weapons count as Initiative 1) If there is still a tie the combat is a stand off.
- Compare the combat scores for both combatants. The difference between their
combat scores is the number of times the winner hits the loser. If you win the combat
on a tie, you cause 1 automatic hit.
- the winner rolls to wound.
- The loser takes saving throws, if he allowed.
Combat score Modifiers:
- Opponent Fumbles: Add +1 to your score for each roll of 1 your opponent rolls.
- Critical Hit: Add +1 to your score for each roll of 6 you roll.
- Charging: If your fighter charged into combat this turn, add +1 to his combat score.
- Weapons Master: If you have a higher Ws than your opponent add +1 to your combat
score.
- Higher up: If your fighter is standing on a higher level, platform or slope then add +1 to
his combat score.
- Encumbered: Subtract 1 if your fighter is carrying a heavy weapon or unwieldy
weapon. he suffers a -1 penalty on his combat score.
- In Cover: If you were part of a unit that charged an enemy unit in cover this turn, then
you suffer a -1 penalty on your combat score that turn.
Combatant Slain
- when one of the combatants is slain, regardless of which initiative step it is, the
challenge is still considered to be ongoing until the end of the phase.
- If you kill a combatant in a challenge, you score 1 VP for every unsaved wound you
caused on the challenger in the challenge.
Outside Forces:
- only the challenger and the challenge can strike blows against one another.
- wounds from other attackers cannot be allocated against either character. Simply
resolve the wound allocation step as if the two characters were not there.

- This means a unit fighting an enemy unit consisting of only a single character model,
such as a daemon prince, will not be able to strike blows at all if that daemon prince is in
a challenge.
Moral Support
- If, at the start of any fight sub-phase, one or more of your units is locked in combat
with a single model who is fighting in a challenge, your character receives one re-roll for
every five models forced to watch in this manner.
- These re-rolls can be used on his to hit, wound or saving throws. any re-rolls not used
are lost at the end of the phase.
Assault result
- Unsaved wounds caused in a challenge count towards the assault result, alongside
any unsaved wounds caused by the rest of the character's units.
Round 2:
- If both competitors survive a challenge, and neither side fled, then they continue to
fight in the next round of close combat.
- If a character with and they shall know no fear is caught by a sweeping advance, the
challenge must be reissued.
Glorious intervention
- A character can declare a glorious intervention at the start of his own fight sub-phase
before any blows are struck if a friendly character in the same combat is about to fight a
second or subsequent round of a challenge.
- a character cannot declare a glorious intervention in the first round of a challenger
during the enemy turn.
- a character that cannot strike blows or cannot fight cannot perform a glorious
intervention (including those that are not engaged with an enemy model)
- The character must take an initiative test to make a glorious intervention.
- If failed. Nothing happens, he fights the current round of close combat as normal.
- if the test is passed, the character takes the place of the friendly character in the
ongoing challenge.
- The character thus displaced now fights in close combat according to normal rules.
- It is possible for several Glorious interventions to occur within the same challenge over
the course of the game.
- only one character can attempt a glorious intervention for each challenge per turn.

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